Files
consensus/protocol/wave/wave.go
zeekay 4aac78700d Refactor: remove dead code, add thread safety, improve test coverage
- Remove unused packages: engine/dag/{getter,bootstrap,vertex/vertexmock},
  engine/pq/{bootstrap,block}, core/{tracker,verify}
- Add sync.RWMutex to protocol/wave for thread-safe map access
- Increase engine/dag test coverage from 11.7% to 98.3%
- Add comprehensive tests for DAG consensus, vertex, and engine
- All 27 packages pass tests, 16 at 100% coverage
2025-12-13 07:42:01 +00:00

204 lines
4.5 KiB
Go

package wave
import (
"context"
"sync"
"time"
"github.com/luxfi/consensus/core/types"
"github.com/luxfi/consensus/protocol/prism"
"github.com/luxfi/consensus/protocol/wave/fpc"
)
// Photon represents a vote message in the consensus protocol
type Photon[T comparable] struct {
Item T
Prefer bool
Sender types.NodeID
Timestamp time.Time
}
// Transport handles network communication for voting
type Transport[T comparable] interface {
RequestVotes(ctx context.Context, peers []types.NodeID, item T) <-chan Photon[T]
MakeLocalPhoton(item T, prefer bool) Photon[T]
}
// Config holds configuration for wave consensus
type Config struct {
K int // Sample size
Alpha float64 // Threshold ratio (used when FPC disabled)
Beta uint32 // Confidence threshold
RoundTO time.Duration // Round timeout
EnableFPC bool // Enable Fast Probabilistic Consensus
ThetaMin float64 // FPC minimum threshold (default: 0.5)
ThetaMax float64 // FPC maximum threshold (default: 0.8)
}
// WaveState represents the polling state of an item in wave consensus
type WaveState struct {
Decided bool
Result types.Decision
Count uint32
}
// Wave manages threshold voting and confidence building
type Wave[T comparable] struct {
cfg Config
cut prism.Cut[T]
tx Transport[T]
// FPC support
fpcSelector *fpc.Selector
phase uint64 // Current phase for FPC threshold selection
// State tracking
mu sync.RWMutex
states map[T]*WaveState
prefs map[T]bool // current preferences
}
// New creates a new Wave instance
func New[T comparable](cfg Config, cut prism.Cut[T], tx Transport[T]) Wave[T] {
// Initialize FPC selector if enabled
var fpcSel *fpc.Selector
if cfg.EnableFPC {
thetaMin := cfg.ThetaMin
if thetaMin == 0 {
thetaMin = 0.5 // Default
}
thetaMax := cfg.ThetaMax
if thetaMax == 0 {
thetaMax = 0.8 // Default
}
fpcSel = fpc.NewSelector(thetaMin, thetaMax, nil)
}
return Wave[T]{
cfg: cfg,
cut: cut,
tx: tx,
fpcSelector: fpcSel,
phase: 0,
states: make(map[T]*WaveState),
prefs: make(map[T]bool),
}
}
// Tick performs one round of sampling and threshold checking for an item
func (w *Wave[T]) Tick(ctx context.Context, item T) {
// Get current state or create new one
w.mu.Lock()
state, exists := w.states[item]
if !exists {
state = &WaveState{Decided: false, Result: types.DecideUndecided, Count: 0}
w.states[item] = state
}
// Skip if already decided
if state.Decided {
w.mu.Unlock()
return
}
w.mu.Unlock()
// Cut light rays (sample peers) and request votes
peers := w.cut.Sample(w.cfg.K)
votes := w.tx.RequestVotes(ctx, peers, item)
// Count votes
yesVotes := 0
totalVotes := 0
// Collect votes with timeout
timeout := time.After(w.cfg.RoundTO)
for {
select {
case vote := <-votes:
totalVotes++
if vote.Prefer {
yesVotes++
}
// Break if we have enough votes
if totalVotes >= w.cfg.K {
goto countVotes
}
case <-timeout:
goto countVotes
case <-ctx.Done():
return
}
}
countVotes:
if totalVotes == 0 {
return
}
w.mu.Lock()
defer w.mu.Unlock()
// Increment phase for FPC
w.phase++
// Calculate threshold using FPC or fixed Alpha
var threshold int
if w.fpcSelector != nil {
threshold = w.fpcSelector.SelectThreshold(w.phase, w.cfg.K)
} else {
threshold = int(float64(w.cfg.K) * w.cfg.Alpha)
}
currentPref := w.prefs[item]
if yesVotes >= threshold {
// Strong preference for yes
w.prefs[item] = true
if currentPref {
// Consecutive confirmation
state.Count++
} else {
// Preference switch
state.Count = 1
}
} else if (totalVotes - yesVotes) >= threshold {
// Strong preference for no
w.prefs[item] = false
if !currentPref {
// Consecutive confirmation
state.Count++
} else {
// Preference switch
state.Count = 1
}
} else {
// No strong preference, reset count
state.Count = 0
}
// Check for decision
if state.Count >= w.cfg.Beta {
state.Decided = true
if w.prefs[item] {
state.Result = types.DecideAccept
} else {
state.Result = types.DecideReject
}
}
}
// State returns the current polling state of an item
func (w *Wave[T]) State(item T) (*WaveState, bool) {
w.mu.RLock()
defer w.mu.RUnlock()
state, exists := w.states[item]
return state, exists
}
// Preference returns the current preference for an item
func (w *Wave[T]) Preference(item T) bool {
w.mu.RLock()
defer w.mu.RUnlock()
return w.prefs[item]
}